D-A-M-A-G-E Card Design Competition
Congratulations to Xarkkal for winning the competition!
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Submission Description
The following description was written by the creator.
"...and just add a drop of magic!"
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This Week's Theme: D-A-M-A-G-E
Do we need to spell things out for you? We already did that in the competition name...
- You must create a card which has or synergises with Spell Damage
- 'Synergy' should be explicit. Fireball does not count; Arcane Blast does
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Submission Description
The following description was written by the creator.
"...and just add a drop of magic!"
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The following description was written by the creator.
Nothing beats a day off at the local Mana Reservoir.
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The following description was written by the creator.
It provides and utilizes Spell Damage at the same time.
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These rarely seen spiders live hidden in the deep darkness, searching the cosmic ether for mana streams to devour.
Their woven orbs can contain unbelievable amounts of destructive magical power.
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I like the idea of a Neutral card because this card is not pure Mage but also is not pure Warrior.
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The main thing that makes Spell Damage so problematic and rare is the ever-present OTK potential. Not with this one.
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"Consecration? More like Can't-secration!" Nerubian Ritualist gives your opponent negative Spell Damage on their next turn, decreasing the damage of all their spells by 2. If you can read your opponent and time it right, you can use it to protect against board clears or shut down a combo.
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Flavor Text: "If you think attaching spell books was bad, wait until they attach one of Yogg-Sarons fanfictions."
The flavor comes from the idea of a book golem that gets stronger with each spellbook it attaches onto himself.
The point of the card is to get an early game tempo payoff for the slow Spell Damage minions or gain a big minion late-game that synergizes with the Spell Damage package.
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"A lowly mage once compared his powers to that of a certain Dragon's. Akrika took offence to that and did more than just break his arcane magic..."
[Hearthstone Card (Akrika, Arcane Breaker) Not Found] gives Control Mage a good semi-board clear in the late game as well as Spell Damage combo potential with it's survival. It also can do even more clear potential with more Spell Damage like Celestial Emissary, Azure Explorer, or Kirin Tor Tricaster.
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Riptide gives healing that is affected by spell damage, which the Shaman class is designed to take advantage of. Think of it as Shaman's own version of Arcane Blast.
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The only way a viable Spell Damage mage deck would thrive in today's aggro controlled game, would be without the necessity of having a minion providing the spell damage.
So, Rune up, Glyph away, and enjoy the hero power of the Real Mages!
Upgraded Hero Power Token after second use of Rune of Power:
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A combo tool for mage that requires some setup to pay off. At 10 mana, it would receive Spell Damage +4 which sounds impressive but doesn't add up to much with only 4 mana left. If you manage to make him stick for a turn though, Shard Mage can be the focal point of a huge burn output.
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A wonderous mage in the sands of Uldum who gains power from spells turning their power into his own. He survives board clears and cant easily be removed by large single hit spells, however, polymorph effects and spells that remove without damaging him would still remove him easily I.E Execute, Twisting Nether, and Hex.
Some flavor text I thought of.
Show SpoilerIt's less of a spell sip and more of a spell swallow.
He used to have a pet cat but no one knows where it went.
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Any hack can spin straw into gold, but to be able to give form to the essence of magic, that is a feat worthy of the Ivory Tower of Karazhan. Where this marvelous creation came from is unknown. Perhaps it was invented in Medivh's laboratory, or maybe it is a mere prop in one of Barnes's productions. Wherever it came from, it can reach its full potential in the hands of a clever Rogue.
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Kinda like Defile, but instead of casting again for each minion destroyed, it recast itself for each point of Spell Damage you have.
"No one deflects the Saphire Splash".
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Flavor text: "Some say Thrall kept three of these as pets. He named them Snap, Crackle, and Pop."
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Anti-Spell Mage is a simple Neutral Common that grants you additional Spell Damage, whilst protecting itself from your opponent's spells.
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It turns Spell Damage into bonus Attack for your hero, giving +2 Attack on its own. Mix melee with magic to clear enemies and take down your opponent!
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Cosmic Researcher would fit into the Spell Damage Mage archetype pushed during The Boomsday Project. By making your Hero Power affected by Spell Damage, Spell Damage minions always give value even without Spells in hand. The Hero Power can also not target the enemy Hero, which lowers the power level of Cosmic Researcher without enough support cards, and prevents potential OTKs.
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If you got the Spell Damage, this can do quite some damage, especially to face. You would, of course, need a massive +8 Spell Damage to actually OTK someone, which isn't super easy to pull off. I hope.
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For a period of time, blood elves were forced to survive by draining magic from other beings, such as mana wyrms. This mana siphoner will grow in power for every other powerful spell booster on the board with her. This is a great way to get some early game presence that can pay off later, either by giving an extra perk to your other spell damage minions, or by punishing your opponent for playing one.
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A new iteration on pacts like Sacrificial Pact and Dark Pact. The wording is 'give your hero' instead of 'gain' to stay consistent with Jungle Moonkin.
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"She views herself as a violet mage, but Jaina didn't want her stealing the spotlight."
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This card would be a great support to some kind of "TEMPO SPELL MAGE". Using this card on turn 2 with Astromancer Solarian gives you a bonus 1-Cost minion that might be crucial to winning. You can also play it with Malygos and get a 5-Cost minion. It would fit best in a Spell Damage focused set. You can also play it to get a wisp and trigger some "whenever you cast a spell" synergies.
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Shaman have a small Spell Damage equals more attack theme. Mostly just shown in Spirit Claws. It's a shame it's not explored more. I love the idea of spells/storms getting channeled into physical force.
I know it's slower than Bloodlust and weaker. However it does not say until end of turn. I wanted a tough minion that could stack on multiple turns if not taken care of. A threat even on it's own as she adds to her attack as well.
Also one of my favorite WoW bosses in the Cataclysm expansion. She definitely deserves a card!
GL;HF!
Art: WoW TCG posted on Deviant art by MR--Jack
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The following description was written by the creator.
'He foresees a LOT in Malygos' future.'
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Charged Assaultron helps push the "Spell Damage" archetypes that Rise of Shadows tried to introduce with stuff like Mana Reservoir, Spellbook Binder, Arcane Watcher and so on.
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A miracle option for your Stealth Rogue deck. Didn’t get to rush down your opponent with Stealth Aggro? Keep some Stealth minions hidden, drop this and enjoy the pseudo-Malygos effect without actually having to put a 9/4/12 in your Aggro deck!
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I made Imbue Energy as a consistent way to gain Spell Damage. One of the big problems with Spell Damage is that it requires multiple cards to be played on the same turn to be able to reliably use it. With Imbue Energy, you know can pick and chose exactly which spells get empowered and you can cast them whenever you want.
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Submission Description
The following description was written by the creator.
"Power Overwhelming without the horrible death."
J. D. Collie is a Spell Damage generator. Granted, in order to activate her ability you need to have Spell Damage already present, but as soon as you have one Power Crystal she can easily generate more. Her stats are nothing special, purposefully so. Spell Damage is a powerful ability and the potential to give yourself Spell Damage +3/+4 in a turn where you really need it is particularly powerful. It's worth noting that with Sorcerer's Apprentice the Power Crystals are free and needn't interfere with the mana you need for spells the turn you use them. It's also worth noting that she's Neutral, and can be used powerfully in Rogue, Mage, Shaman, and Druid alike. If J. D. Collie sticks around, the more spells you cast having used a Power Crystal, the more power you receive since each Spell will be improved by Spell Damage.
Lore-wise, Collie is a gnome exploring Un'goro collecting and analysing the mysterious power crystals that sprout across the crater. In Hearthstone, she seems to have found a use for them.
Cards which generate cards with Spell Damage or give something Spell Damage are also totally acceptable for this week!